Fun Fact: one of the Castlevania games has the protagonist pick up the Excalibur... but because he's not its chosen wielder, it still has the rock stuck to it.
Okay. There is a key that pops up every now and then, it's gold with a heart shaped top. If you find a door that it opens, it takes the party to a brothel of divinity. Wherein each player can choose a partner of suitable tastes and each time they engage with them they are bettered (could be stats, a new spell, etc.) but at the cost of one permanent loss of a life point. My favorite being "The Librarian", who has an entire book of spells tattooed on her body and invites the player to come read them. When they awaken, the player now has one of her tattoos on their self, which acts as a daily refreshing scroll of that spell. My players practically want to live there, but I keep things suggestive, despite much begging for details.
@@Diaphat Homebrew, 100%. The first key is given to the party by a gaunt, almost skeletal, dying man. He tells the party of the paradise on the other side of the door but not to overindulge lest they end up like him, he then dies with a big smile on his face.
PANR has tuned in. The discount magic shop. It has many things, but the best of all is a wand of creat fire. One charge, destroyed after using. It's a piece of wood with a red substance on one end. It's a match.
@alecstevens8467 thank you! It's always a fun day at discount magic. The shop keeper is a goblin named Gombels the Wisest Wizard. He is wise in the magics of bargins and sales.
@@postapocalypticnewsradio i thought up a new item: Wand of Firlbolgs made to look like a wand of Fireballs, casts Disguise Self on 1 target and make appear like a Firbolg version of themselves. 5 charges
Had a slightly cursed intelligent sword. Was a holy weapon that was meant to be a holy avenger but it was meant to "Purge The Unclean" but due to a mistranslation it became consious and also has a phobia of dirty spaces. Uses prestidigitation to constantly clean everything in a 10 foot radius and had other spells but would refuse to cast them until wherever it was was spotless.
Ring of Emina (Modified Ring of Comprehend Languages). It doesn't change the language of the speaker to the common language, but only the user gets to view subtitles underneath the speaker translated to common.
The key to an extraplanar bar that would act as a place the players could go to to refresh and essentially have a mobile magic item shop/ quest giver to keep things fresh. I always found taverns and inns mostly cosmetic anyway as the DM knows how much gold they give the players and what the "fanciest" options entail, but likely after they get access to a Tiny hut spell it is purely for role play. I made some conditions that help to keep a feeling of urgency and necessity by adding only two conditions which are (1) you have to be invited in by a previous occupant and (2) that nobody not invited can observe the bar being opened. example your bard gets the key and invited the rest of the party in and they can all enter by using the key from that point on, but the moment a nosy inn keeper of sailor tries to catch a peek of where this party disappears for half days at a time the key glows a soft red and the door refuses entry. So no using it mid fight for infinite rest periods, or pseudo teleportation by coming in and out of different doors, at best the party could use the door of some larger transport to enter the destination unnoticed. This worked great for worldbuilding too because I could very easily work important NPC meetings or fun side quests into this infinite bar run by a powerful mage who just loves stories so much he built a multiverse bar where anyone could spin a yarn for a drink. The reveal when after using the key for a few weeks without any issue the key suddenly glows red and nobody was around is probably the best ive done. The scry spell has never been more rewarding for me to use 😆
I always have the same players, so I can't really recycle. But the one that stands out for me was a ring. Nothing special bar a curse where you just forgot it was on / didn't want to take it off But in a nut shell, it made the user completely forget dwarven kind existed. Any dwarven related lore the player would just think they were gnomes, halfings or shorties, short arses, children etc. I told the player in private what the effect was. The player in question was also the groups main note taker. He actually went back into his notes and changed every dwarf reference to another race or "That short guy". Out of character he kept up the ruse. "Hey X didn't we talk to a dwarf about this?" "Huh? We spoke to a child about it erm about 8 sessions ago". Que utter chaos of the party trying to track down a kid with end game knowledge
I gave my warlock player a locked book that no one could open since finding it in an archaeological dig some years back. When he spent a spell slot to open the book, I told him and the rest of the party there was another city that fell into hell in the ancient past (heavily modified DiA). I then, explaining nothing, told him to roll 1d8, and the player was freaking out as he rolled an 8. I then told him "You gain (another shorter pause) 8 (even shorter pause) sorcery points" and he was like "oh thank God... don't do that to me!!! this is an awesome item. Thank you. I love you and hate you". the entire party broke out in laughter. I will always remember it as the best item reveal I've ever done and will ever do.
When I was dm’ing, probably a sword we called The Blade of the Dragon God. It’s a home brew item based on the weapon a previous campaigns paladin had before he ascended to Godhood. Unfortunately, since he wasn’t particularly a good guy, and had to be destroyed, the swords the last reminder of that campaign the characters have. Its usage is similar to a +2 sword, however with a critical hit the user can summon a shade of the Paladin. After the campaign ended, they placed it in a shrine and forgave their old friend. Slaying bosses after death, the great Dragonborn Gallius was remembered well.
Two from the same canpaign: a Laser rifle & what was basically a cell phone. The latter was properly called a "Universal Communication Device", or UCD for short. Allows the user to use the effect of the Sending Spell as long as they have the sending number of another UCD. I know we couldn't get to this part, but there could have been opportunities for Apps the players could buy for their UCDs.
Our DM did somewhat the same just but I don't remember anymore what his cell phones were called, we also had the possibility to buy a high brand one (so he made fun of apple and co) but we bought a pretty standard used one which only had 10 charges left. You could use it to call someone, or use as Navigation system, or to register stuff (like our Kobold Paladin bought himself a mechanic spider ride) and every interaction used one charge. Shortly after that our Kobold Paladin saw something shiny when we entered a spider lair to search for missing people. The shiny he saw was chitin on some spider bodies and two of our group died (Kobold and Dragonborn monk) our Fairy wizard used dimension door to rescue my character and himself, and my character only because someone hold his family hostage who wanted my bards magical cursed ocarina of doom. We then had to decide if we save the other two, who would play temp characters for that rescue, or if we jump 30 years in the future with new characters and have to live with the consequences of abandoning them.... We did the latter and now an Elderbrain Dragon has all dragons under his control and terrorizes the lands and our new group has to do something against it XD
My players were given a 10ft tall muscle horse who loves fighting and when a "cat" from a powerful vampire house talked to him he made a deal and now he's obsidian black with red eyes and speaks ignan.
i gave our oath of glory paladin the belt of machismo: +1 charisma, +1 armor and the ability to summon a spectral steel chair (2h, 1d6 damage) that can be used as a normal chair, any violence commited with the chair, 50% of people think it's fake. It's a big black leather belt adorned with large gold plates, i think you know where i got this from :D
As a bonus action, you can attempt to grapple a large or smaller creature within 5 feet of you; you have advantage on the roll. If you succeed, you immediately lift the creature above your head, then slam them against the ground, dealing 2d6 bludgeoning damage and the creature has the prone condition. You can attempt this grapple a number of times equal to your PB and you regain all expended uses after you finish a long rest. If you roll a 20 on your grapple, spectral voices cheer your name as you slam the creature and you don't consume a use.
A small list of items I haven't used but have a great desire to use at some point: A rope that allows you to pull objects closer together so long as the object the rope is tied to weighs as much as the object you are pulling with the rope. A superhero costume that inflicts you with the delusion that you can fly and grants you resistance to falling damage A boomerang of guaranteed returning A pocket anvil Dehydrated boulders A completely indestructible metal plate (it weighs 1000 pounds and is only about 5x5 feet)
I made a modified alchemy jug for my players, the goblin bucket: like the alchemy jug it produces a variety of liquids once per day... BUT they don’t know which. So at the end of the day they now sit around the bucket guessing what it might produce... so far they've got: soup, water (dirty) and blood but there are more silly options hidden within. It also got a bit of lore inworld about the self taught goblin artificer who created it (and whos face with a big thums up is emblazened on the front)^^
Our party keeps coming across a jade statue of a frog, nothing magical or special about it at all, just a plain ol regular statue. The reason this is hilarious to us is because it's actually an inside joke between me, my sister and the DM (Our Step Dad) as players from back in our early days when we first started playing DnD, as back then my sister's character came across one and spent the entire campaign trying and failing to sell it off because nobody wanted it. Now ever since then every time we take part in a campaign with our step dad who is now the DM he makes sure that my sister's character will always find and come across random jade statues of frogs that she constantly struggles to sell off and get rid off. Pretty sure we have at least 20+ by now. No matter the campaign or the story or even the character she plays, she will never be free of the frogs.
we got an unmodified Bag of Tricks. for some reason we get a giant badger about 80% of the times. that bager might, at this point, have more kills then any of us
I've only DMed once. ONE of the items they found in the Vampire Lair they were trudging in was a bottle of glitter glue. Not kidding. The Barbarian character had busted down a door in a random hallway and got hit with it first for charging in the room where a hag was brewing a stew (the wizard tasted it after the battle that killed the hag and liked it and bottled some but found out later it was made out of Orc meat... which is what the wizard was...😬😬😬). Anyway, the Glitter Glue was like a flash bomb, only difference is instead of a bright light to distract and blind enemies it distracted enemies with its shininess but if touched it sticks to you and is extremely hard to get off, making you a glittery beacon in the right light. Funny thing, though, when you do get it off, you go weeks after sneezing glitter.
My brother (the DM) gave us a PDF for homebrew "Ancestral Weapons." These have the potential to be insanely powerful and can be customized to your play style. These weapons gain Spirit Points that are spent on abilities and can be gained at level up, through role play (based on the personality of the weapon) or at the DMs discretion. For example, my ranger has a longbow that doesn't need ammo and ignores the disadvantage that would normally be imposed by attacking within melee range. My Rogue has a sword that can be thrown and returns to you, damaging anyone in the path (ability is called Doomerang, btw). They are optional, of course, but are better than the stock magic items in the official materials
I like to give items that 'advance' to fit the player's progression and story. For example, one player has a Demon Slayer inspired paladin. So, the first magic item they got was a Moontouched Katana. At level 7, after a particular fight, that Moontouched Katana became a Flametongue Katana. At 13, it evolved into a Sun Blade Katana before the final battle
In any game that involves foiling the plans of a big bad who could easily just teleport to the players and wipe the floor with them, I usually give them a Necklace of Nondetection that works on the whole party to keep them from being scryed on.
All I can say is, when a deck of many things finds its way into the campaign. You know things are going to get wild Especially among a group that, lacks self control with this kind of stuff.
My group wrapped up our campaign a few months ago. In the hiatus between campaigns, I've just been letting them throw level 20 versions of their characters at progressively nastier enemy encounters. I also gave each of them a handful of powerful magic items in the loot for the final boss that they could use for these fights, one of which being the Deck of Many More Things. So far, he's opened up a pit in the ground under a bunch of enemies, raised his Charisma and Intelligence by 2 each, spawned in a rare magic item, learned three cantrips of his choice, been spontaneously engulfed by a Gelatinous Cube, and had their soul sucked out of their body and directly into the posession of the Pit Fiend the party was about to fight. I've made a deal with him that when we get to the final one of these fights, I will give him one inspiration at the start of every single turn under the condition that he starts that fight by saying "I would like to draw five cards" 😂
I gave our Oath of Ancients Paladin a bell-hammer (that is, a warhammer which resembles a giant bell and rings like one when you use it). It does a little bit of extra thunder damage and allows him to replace one of his attacks with an effect similar to Vicious Mockery (does thunder damage and calls for a CON save). It also has a powerful taunt ability but he has to unlock it first through story progression.
Zap-Blast Wand: Black Ironwood wand with targeted ranged attack which simultaneously does 1d6 Bludgeoning damage, 1d6 Force damage, 1d6 Piercing damage, plus 1d6 Fire damage and 1d6 Thunder damage if the target is no more than 10' away, plus if any fire damage is taken then any flamable material at the impact point is set alight. All damage is magical. With each hit, targeted creature must make a Reflex Save or be knocked back 5', if this happens they must then make a Fortitude Save or fall prone. Holds 8 charges, regaining 4 charges per day.
I don't have a favorite yet, but I do have a "least anticipated", I guess I would call it. It's something that I do not want them to have but if they were to find out it existed and I did not give them the opportunity to find it I would never hear the end of it. (Also part of me may actually want them to get it.) In Transformers, there is a weapon forged by the 13 original Primes known as the Requiem Blaster. It possesses the power to level entire mountains with a single squeeze of the trigger. Granted, that is it being fired at full power, but we all know that the players are going to want to use it at full power. So, in order for my players to encounter it, they will need to roll an 80 on the Rice Unicronum, which is basically the Deck of Many Things but as a dice. Rolling in 80 will get them what I call "The Reliquary of the Primes", where in that session or the next one the player who rolled the dice and got that result will be presented with a side quest to retrieve a relic. They must then roll a D12 to determine what relic they get. A 12 will give them the Requiem Blaster add will completely ruin every combat encounter I have ever come up with.
Going to give my Monk player some custom magic gauntlets next session! Hope it goes well! (Edit: Custom gauntlets of Ogre strength, but with the added spell earth tremor, its got 3 charges per day, reseting at the next dawn)
Created a greatsword named Aurumvorax. It had the 'vicious' quality, but if you didn't feed it a number of gold pieces every day, that would apply to the wielder instead of the enemy.
A wooden Cooper's Hammer that was given a divine blessing that made it so that the wielder could either perform special trip attacks or disarm their opponents easier. The blessing was called 'Riptide' and the weapon became known as 'The Hammer of Tides'. Another one frpm a much different campaign was a 30MM Chaingun that was in a special housing that allowed it to be used as an arm cannon. User sticks arm inside, grips the trigger, and then points, spins up, and shoots.
In my homebrew world, there's an ancient legend of Abraxas, a Demon Prince who was defeated in battle at the Highest Point of the Deepest Dungeon. His essence was captured inside of the blade belonging to the brave knight that bested him. The knight did not survive the encounter, and so his remains and the blade were left, forgotten in this chamber. However many hundreds of years later, the party I DM for found themselves delving in this very cavern, and the Paladin was drawn to the disembodied whispers echoing from the Blade. "I... am... Abraxas..." it whispered. The Paladin claimed the Blade as his own, dubbing it 'Abraxas' (go figure.) It was a cursed sword, so had the usual cursed item effects. I designed it with the idea that Abraxas wanted desperately to escape the confines of the sword. So, the sword granted the wielder advantage on attack rolls, when more than 10 feet from all allies, but disadvantage on Death Saving Throws. When the Paladin dies, his corpse will become the new Vessel of Abraxas, and a new Dark Age shall rise.
A pseudodragon, in terms of how it’s familiar pact works, it pretty much is a magic item, not only that but it’s a memorable mascot of the party along with granting one of the players magic resistance. Also it feels more earned when the players gain the pseudo dragon’s trust enough for it to consider making that life bond with someone, it’s perfect
The Adventuring Alchemist's Almanac. A non-magical book documenting all manner of potion ingredients, from common mugwort to mythical dragonsbreath. I have a few dozen entries fully written out, with my own alchemy system and unique properties for each ingredient. The in-world writer is even an NPC my players have met, and will likely fight alongside later. The book has helped them identify several plants and fungi, and seek out ingredients for the Redbull potion they've been trying to make for half the campaign. They've also enlisted some assistance to cultivate some of the ingredients, many of which are edible and tasty. Many of the entries reference, or are even written by characters who the players have met. Because these entries, they've gotten a few ingredients they would otherwise never think to ask for. Like Firbolg Rosemary. Or recreational hallucinogens...
my favourite items to give out? Seemingly unassuming things that become very useful or important later on. Or potentially devastatingly powerful items but with very limited uses. One such item would be something my Shadowrun-4 group received prior to their last run. You see, their employer is an enigmatic figure unaffiliated with any megacorp, but for some reason he has a Force-14 free guardian spirit as his subordinate. This spirit took the appearance of a (typically mounted) knight in richly adorned Gothic-style armor and the full assortment of weapons - from lance to dagger. For comparison, your average summoner would struggle to summon spirits of Force-8 or greater - let alone control them. Force-14 easily qualifies as WMD, fully capable of single-handedly eradicating modern armies - tanks and all - and walking away from it. This guy tasked the group with obtaining an artifact from a secured laboratory. An artifact which had been dug up from ancient ruins on the island of Santorini. Those familiar with the setting will know what this implies. In addition to this task, the free spirit gave one of the player characters a dagger from its belt. Aside from being a precious and formidable weapon, the spirit explained to them that it could be used to summon it. Once. Turned out they got in and out of the facility without needing to use the dagger. However, after they got out they received the bad news that their hideout up to that point had been raided by law enforcement in their absence. So they sailed out to sea where nobody would notice, called this massively powerful spirit and asked if it knew an alternate hideout they could use. Which it did: an old manor in an abandoned region of the Scottish coast. Which they have used the last session to turn into a proper base of operations. They used what amounted to a WMD to basically make a phone call.
I gave my players a homebrew item; the mirror of telelportation: the mirror shows a place, when saying the magic word it transports you and up to 10 willing creatures to the place shown, after which it will show the place you teleported from. They constantly tried to outsmart me by coming up with ideas to use it, but rarely did because a lot of ideas would leave the mirror practically useless. It was a lot of fun watching them come up with so many ideas, just to discard them. But when they did use it, they were very clever
Sometimes I just give my players an overpowered item just to see what they do with it. The most funny part, however is that my players rarely ever use said item and even sometimes forget the item exists. Of course, I only do this in joke campaigns.
I've got a bunch and some I can't go into detail because the party hasn't found/used them yet. But one that's only been used once due to it being a hindrance would have to be the 'gliding ice boots', that doubled the wearer's land movement speed, but if they used this extra distance they would continue sliding in the last direction they moved equal to how much they exceeded their unenhanced movement. So in a linear path they could effectively move triple their normal speed without dashing, and it made things so much more interesting in combat; however it also turned normal traps into a puzzle just to have them keep up with the party, but was also entirely circumvented by simply dashing.
Wild magic claw machine. Pay one gold coin get either an item or a wild magic effect. They loved it. They got loads of cooking supplies and an entire zoo of dinos. I should say that the claw machine takes a dex check to get a bobble. Open the bobble and you get the goodies. They gave one of the bobbles to a tabaxi mail man. It was lycanthropy and the tabaxi got were-dragon.
I played a Barbarian that took the Chef feat. And he'd gotten a Heward's Handy Spicepouch as a random reward from helping some tiny NPCs that were being assaulted by some Blights. Twig Blights and such. Loved that character. If the one I replaced him with needs replacing at some point, I'm thinking about bringing him back, since he left to make sure his friend was safe. Once that's done, he could eventually grow bored of that city and go look for the old group again.
I've got a running gag with my friends that I stole off my dad where you ask them if you know what a bit of text or dialogue (usually a language they don't understand) means, and if they bite the answer is always "but granmammy, I don't want any peanut butter in my soup". In my main play group the wizard acquired a cursed ring I placed in with some boss loot, it's only function was that if I was able to bait the player into falling for the joke IRL he became unable to decipher whatever he was reading/ being told, understanding it as "but granmammy, I don't want any peanut butter in my soup". He was the player who had pretty much all the party's language diversity in game so it led to a lot of comedic moments where he'd miss information he was going to relay to the party and they'd be stuck looking for somebody else to translate or trying to press on with the info gap.
The sword of talking heads. An Intelligence Vorpal sword. When the vorpal quality triggers, the sword possesses the decapitated head. After which he will talk about anything and everything with anyone and everyone. (He just loves talking. )
I gave my players a Snow Globe. This simple snow globe depicts a small town and a winter snow fall when shaken. If the snow globe is broken it creates an area of 30 feet circule of winter Storm effect. The area is considered rough terrain and all creatures/ players are blinded by the sudden storm. On their turn they take 1d6 cold damage unless protected from the cold. One time use object.
That one that was inconveniencing the player, I have a proposed fix: each hit adds one space on a power buffer that's like, 10 or 15 or 20 spaces big, so it takes X number of regular hits to charge the buffer. Then when the buffer is full, you can either lock the charge in place to use later (adding no extra power to the buffer, and it's just hitting like a regular sword of that level) or you can choose to discharge the buffer for an addition +5 or other number damage. I got the idea from some phone games I play where special attacks only go off after the buffer is full, some of which you can postpone if you want to use the attack for something specific. Doing this, you only have to recalculate the extra damage when you choose to discharge the buffer, thus getting rid of the inconvenience.
Beans of Flatulent Restoration Magic beans that restore 1 HP for each one that you eat, but you also get noticeably audible flatulence for 1 hour for each consumed as well. ~_~
Say hi to bill! He/She/It is a mimic(?) That is cube shaped! Five of the sides are just bricks and the orther one is just theeth with a tounge sticking out! It is 1ft cube, It can talk in any language and store items inside itself like a bag of holding and anything insids it doesn't age (example: you put a rusting item in it and it stops rusting) but it sadly cannot change shape like orther mimics. It's life purpose is storing items and wanting a key that has been set to give the stored items back. If the party starts questioning it's life purpose or being kind to it, it likes the party and just gives whathever is inside it. If it gives the item inside it willingly, it forgets everything and thinks you are the new owner. After that you can befiriend it, or you can just take the thing(s) inside it by force and then force it to be a pet.
I pulled up a table of joke magical items to include in the loot during an adventure in a black market, my party went absolutely wild for the Wand of Egg. 12 times per long rest, press the tip of the wand into the palm of your hand to produce an in-tact, fresh, raw chicken egg. The egg (and if broken, its contents) disappear after 1d8 minutes. The used it to egg the office of an NPC they didn't like, because the evidence was self-cleaning. They used it for the bard to perform an impromptu juggling act to distract someone at a party. They used it to offer mess-free cooking lessons to a struggling maid in exchange for leaving a door unlocked. Eventually it was gifted to a goblin who loved eating eggshells :) Of course, this was the same party that had a cheese wheel and took it to a church with the purpose of having it blessed. (Literally, Holy Cheese.) The idea was they could trick demons into eating sandwiches made with slices of it.
Being new to the whole thing, I normally just give my brother random junk that I have no clue how it’s supposed to be used. One of the most creative things he’s done with the trash I give him is with an Iron Ore. He encountered a Demon Duck, so he put up a wall to keep it from multiplying. He then had the bright idea to look at it with a telescope which accidentally made him spawn a second Demon Duck. His NPC pal named Yari asked what to do, then my brother hatched a great idea. He took out his iron ore and asked what he was supposed to use it for. Me with my new assets, I literally didn’t have a purpose for the ore yet so I told him right now it’s worthless. He then had the bright idea to throw the ore over the wall and told his NPC friend who was an illusionist to multiply the rock while it was in the air. He then rolled a nat 20, so he multiplied one iron ore into seven others which beat the living life out of the Demon Ducks, killing them in one go. And for victory, my brother earned even more iron ore.
I home brewed a genie lamp 🪔 with a Dajini in it gave them 3 wishes to the weilder of the lamp i imposed Aladdin rules the Dajini has freedom but mostly sticks around to be entertained by the party so far they pissed off a solar dragon teleported there spelljammer to them and polymorphed the solar dragon into submission! 😂 And he gifted the fighter a dragonslayer longsword! 🗡️
I had a party consisting of three bards who were all half-sisters and tieflings (same father, different mothers) who called themselves the Babylon Sisters. Since being a band was part of their cover, I gave them a cursed magic item that opened into a 5 foot by 5 foot pallet and they could put all their band gear on it, particularly the drum kit. Then it folded up like a portable hole, but the curse was that it was inhabited by the ghost of Buddy Rich, who would berate the drummer and tell her how much she sucked, for up to an hour. She alone could hear him, but her responses to him were audible. Eventually she managed to get the ghost to tolerate her, just in time to turn the drumming duties over to her daughter so she could take over as lead singer when the original leader went solo. I once sent them on a 4th level adventure that was essentially a gamified version of _The Blues Brothers._ I knew they finally got the joke when one asked "if we sing Rawhide, will they calm down?"
Well… i love to give my players weird cursed items… well one instance is i let them pull as many cards from a deck of many things as they wanted (they pulled 26 cards total) and they dont know that every time its used it adds +1 to the final bosses challenge rating… so they will be facing a very powerful opponent… another item is a relic of the dragon outcast, which basically lets them transform into an adult dragon (that does not change their stats or HP) tho it also makes it so a lot of events including dragons will occur… so… a lot of things can go wrong
About the wand of magic missile. My dragonborn bard found in drakens magical tower library a book called "Die Potenten Partituren des Posaunen Peters" which would roughly translate to "The potent platitudes of trombone peter" (In german it works better because except for the pronoun all starting letters are Ps XD) inside was a small flute with the description that the following songs would always "hit on someone" and following it were pages with 7 different songs and ALL had double meaning heavy titles.... I was afraid to ever use it because with all the double meanings I thought it was a shit'n'giggles item... turned out it was basically a wand of magic missile just as a flute.
Late to the party, but bag of weasels. A bag of holding that has a below 25% chance of your time coming out as a weasel. The alchemist owned this item. Kinda funny when he throws a weasel at an enemy instead of alchemist fire…he loved it too much
Deck of many things, but with the following twist: The deck does not disappear when used. The amount of cards drawn gets replaced with new "Demon" cards. If the players at a later date draws a Demon card, they invite a high demon into the world. Do not tell the players of this effect. Now then players, go and make the next campaign.
ok do not exactly the topic at hand.. wasn't a dm given item. but it was something the dm allowed me to pick upon character creation. i was joining near the end of a campaign (think there was, like, 6 or so sessions left in this campaign). dm let me pick 2 uncommon and 1 rare item from.. no restrictions (extremely generous imo but im sure he'd have vetoed anything too op so w/e). well one of the items i picked was the shadowfel brand tattoo. this on its own meant nothing. my character had no idea how he got the tattoo and was too airheaded (former gnome turned fairy due to extended time in the fey wild and messing with fey magic) and prone to random teleports to question it. overall it seemed like a completely random item to have (aside from the properties it gave). However, i had created a second character in case my first one had died.. the second was a plasmoid who i described as being "ink black"... he was a smuggler who used the shadowfel as a means of smuggling goods between realms and was caught in the shadowfel. they sealed him into an enchanted vial and used him to create the brand that was placed on a random person who happened to teleport into the area when they were imprisoning the smuggler... said random person was my main character. I didnt tell the dm about this (only that i had plans for an intro to a secondary character if he ever killed my first, which almost happened in the second session i was in) and it never came up as my secondary character would only be released if the host of the brand was killed or when the sentence was up and my main never actually died... but i was able to use the secondary in the epilogue one shot (that was a time skip) after the campaign ended and told my dm the details about the idea then... it is also worth note that my secondary character was fully aware of what was going on when imprisoned so he knew everything that happened in the campaign and i was able to hint at things to the returning party but i never outright told them.
Fun Fact: one of the Castlevania games has the protagonist pick up the Excalibur... but because he's not its chosen wielder, it still has the rock stuck to it.
I had a great time giving my players a cursed Ring of Life Detection. It would reveal nearby life, but it would also cast Thunderclap when used.
Okay. There is a key that pops up every now and then, it's gold with a heart shaped top. If you find a door that it opens, it takes the party to a brothel of divinity. Wherein each player can choose a partner of suitable tastes and each time they engage with them they are bettered (could be stats, a new spell, etc.) but at the cost of one permanent loss of a life point. My favorite being "The Librarian", who has an entire book of spells tattooed on her body and invites the player to come read them. When they awaken, the player now has one of her tattoos on their self, which acts as a daily refreshing scroll of that spell. My players practically want to live there, but I keep things suggestive, despite much begging for details.
That is pure genius. Hombrew, right?
Either way, it's amazing.
You, sir, just gave me an idea!
@@Diaphat Homebrew, 100%. The first key is given to the party by a gaunt, almost skeletal, dying man. He tells the party of the paradise on the other side of the door but not to overindulge lest they end up like him, he then dies with a big smile on his face.
@@jonathancarlson6127 That is awesome. DnD is fun with the right people, but homebrew really can spice things up.
Slaenesh would like to know your location
PANR has tuned in.
The discount magic shop. It has many things, but the best of all is a wand of creat fire. One charge, destroyed after using. It's a piece of wood with a red substance on one end. It's a match.
I LOVE THIS IDEA!!!
@alecstevens8467 thank you! It's always a fun day at discount magic. The shop keeper is a goblin named Gombels the Wisest Wizard. He is wise in the magics of bargins and sales.
@@postapocalypticnewsradio i thought up a new item: Wand of Firlbolgs made to look like a wand of Fireballs, casts Disguise Self on 1 target and make appear like a Firbolg version of themselves. 5 charges
@@ajearthdude8467 prefect!
Had a slightly cursed intelligent sword. Was a holy weapon that was meant to be a holy avenger but it was meant to "Purge The Unclean" but due to a mistranslation it became consious and also has a phobia of dirty spaces. Uses prestidigitation to constantly clean everything in a 10 foot radius and had other spells but would refuse to cast them until wherever it was was spotless.
Magic sword identifies as magic mop
Ring of Emina (Modified Ring of Comprehend Languages).
It doesn't change the language of the speaker to the common language, but only the user gets to view subtitles underneath the speaker translated to common.
Read this as Enima
@@Gabronthe was going to say the same thing, I'm going to use that now.
@@swahilimaster ive had a running gag of cheap spell regents like diamond dust being a suppository
The key to an extraplanar bar that would act as a place the players could go to to refresh and essentially have a mobile magic item shop/ quest giver to keep things fresh. I always found taverns and inns mostly cosmetic anyway as the DM knows how much gold they give the players and what the "fanciest" options entail, but likely after they get access to a Tiny hut spell it is purely for role play. I made some conditions that help to keep a feeling of urgency and necessity by adding only two conditions which are (1) you have to be invited in by a previous occupant and (2) that nobody not invited can observe the bar being opened. example your bard gets the key and invited the rest of the party in and they can all enter by using the key from that point on, but the moment a nosy inn keeper of sailor tries to catch a peek of where this party disappears for half days at a time the key glows a soft red and the door refuses entry. So no using it mid fight for infinite rest periods, or pseudo teleportation by coming in and out of different doors, at best the party could use the door of some larger transport to enter the destination unnoticed. This worked great for worldbuilding too because I could very easily work important NPC meetings or fun side quests into this infinite bar run by a powerful mage who just loves stories so much he built a multiverse bar where anyone could spin a yarn for a drink. The reveal when after using the key for a few weeks without any issue the key suddenly glows red and nobody was around is probably the best ive done. The scry spell has never been more rewarding for me to use 😆
I always have the same players, so I can't really recycle. But the one that stands out for me was a ring. Nothing special bar a curse where you just forgot it was on / didn't want to take it off
But in a nut shell, it made the user completely forget dwarven kind existed. Any dwarven related lore the player would just think they were gnomes, halfings or shorties, short arses, children etc.
I told the player in private what the effect was. The player in question was also the groups main note taker. He actually went back into his notes and changed every dwarf reference to another race or "That short guy". Out of character he kept up the ruse. "Hey X didn't we talk to a dwarf about this?" "Huh? We spoke to a child about it erm about 8 sessions ago".
Que utter chaos of the party trying to track down a kid with end game knowledge
I gave my warlock player a locked book that no one could open since finding it in an archaeological dig some years back. When he spent a spell slot to open the book, I told him and the rest of the party there was another city that fell into hell in the ancient past (heavily modified DiA). I then, explaining nothing, told him to roll 1d8, and the player was freaking out as he rolled an 8. I then told him "You gain (another shorter pause) 8 (even shorter pause) sorcery points" and he was like "oh thank God... don't do that to me!!! this is an awesome item. Thank you. I love you and hate you". the entire party broke out in laughter. I will always remember it as the best item reveal I've ever done and will ever do.
When I was dm’ing, probably a sword we called The Blade of the Dragon God. It’s a home brew item based on the weapon a previous campaigns paladin had before he ascended to Godhood. Unfortunately, since he wasn’t particularly a good guy, and had to be destroyed, the swords the last reminder of that campaign the characters have. Its usage is similar to a +2 sword, however with a critical hit the user can summon a shade of the Paladin. After the campaign ended, they placed it in a shrine and forgave their old friend. Slaying bosses after death, the great Dragonborn Gallius was remembered well.
My group has been loving scrolls. We got the barbarian a reduce/enlarge scroll and the dragon we dough got kicked in the face
The Box of Chocolates: Every day at dawn it creates 2 excellent but nonmagical small pieces of chocolate.
Two from the same canpaign: a Laser rifle & what was basically a cell phone. The latter was properly called a "Universal Communication Device", or UCD for short. Allows the user to use the effect of the Sending Spell as long as they have the sending number of another UCD. I know we couldn't get to this part, but there could have been opportunities for Apps the players could buy for their UCDs.
Our DM did somewhat the same just but I don't remember anymore what his cell phones were called, we also had the possibility to buy a high brand one (so he made fun of apple and co) but we bought a pretty standard used one which only had 10 charges left. You could use it to call someone, or use as Navigation system, or to register stuff (like our Kobold Paladin bought himself a mechanic spider ride) and every interaction used one charge.
Shortly after that our Kobold Paladin saw something shiny when we entered a spider lair to search for missing people. The shiny he saw was chitin on some spider bodies and two of our group died (Kobold and Dragonborn monk) our Fairy wizard used dimension door to rescue my character and himself, and my character only because someone hold his family hostage who wanted my bards magical cursed ocarina of doom.
We then had to decide if we save the other two, who would play temp characters for that rescue, or if we jump 30 years in the future with new characters and have to live with the consequences of abandoning them....
We did the latter and now an Elderbrain Dragon has all dragons under his control and terrorizes the lands and our new group has to do something against it XD
My players were given a 10ft tall muscle horse who loves fighting and when a "cat" from a powerful vampire house talked to him he made a deal and now he's obsidian black with red eyes and speaks ignan.
i gave our oath of glory paladin the belt of machismo: +1 charisma, +1 armor and the ability to summon a spectral steel chair (2h, 1d6 damage) that can be used as a normal chair, any violence commited with the chair, 50% of people think it's fake. It's a big black leather belt adorned with large gold plates, i think you know where i got this from :D
As a bonus action, you can attempt to grapple a large or smaller creature within 5 feet of you; you have advantage on the roll. If you succeed, you immediately lift the creature above your head, then slam them against the ground, dealing 2d6 bludgeoning damage and the creature has the prone condition. You can attempt this grapple a number of times equal to your PB and you regain all expended uses after you finish a long rest. If you roll a 20 on your grapple, spectral voices cheer your name as you slam the creature and you don't consume a use.
A small list of items I haven't used but have a great desire to use at some point:
A rope that allows you to pull objects closer together so long as the object the rope is tied to weighs as much as the object you are pulling with the rope.
A superhero costume that inflicts you with the delusion that you can fly and grants you resistance to falling damage
A boomerang of guaranteed returning
A pocket anvil
Dehydrated boulders
A completely indestructible metal plate (it weighs 1000 pounds and is only about 5x5 feet)
The ifreeti bottle sounds like it was fun. Alan Parker is hilarious, and the googly eyes was brilliant.
I made a modified alchemy jug for my players, the goblin bucket: like the alchemy jug it produces a variety of liquids once per day... BUT they don’t know which. So at the end of the day they now sit around the bucket guessing what it might produce... so far they've got: soup, water (dirty) and blood but there are more silly options hidden within. It also got a bit of lore inworld about the self taught goblin artificer who created it (and whos face with a big thums up is emblazened on the front)^^
Our party keeps coming across a jade statue of a frog, nothing magical or special about it at all, just a plain ol regular statue. The reason this is hilarious to us is because it's actually an inside joke between me, my sister and the DM (Our Step Dad) as players from back in our early days when we first started playing DnD, as back then my sister's character came across one and spent the entire campaign trying and failing to sell it off because nobody wanted it. Now ever since then every time we take part in a campaign with our step dad who is now the DM he makes sure that my sister's character will always find and come across random jade statues of frogs that she constantly struggles to sell off and get rid off. Pretty sure we have at least 20+ by now. No matter the campaign or the story or even the character she plays, she will never be free of the frogs.
we got an unmodified Bag of Tricks. for some reason we get a giant badger about 80% of the times. that bager might, at this point, have more kills then any of us
I've only DMed once. ONE of the items they found in the Vampire Lair they were trudging in was a bottle of glitter glue. Not kidding. The Barbarian character had busted down a door in a random hallway and got hit with it first for charging in the room where a hag was brewing a stew (the wizard tasted it after the battle that killed the hag and liked it and bottled some but found out later it was made out of Orc meat... which is what the wizard was...😬😬😬). Anyway, the Glitter Glue was like a flash bomb, only difference is instead of a bright light to distract and blind enemies it distracted enemies with its shininess but if touched it sticks to you and is extremely hard to get off, making you a glittery beacon in the right light. Funny thing, though, when you do get it off, you go weeks after sneezing glitter.
My brother (the DM) gave us a PDF for homebrew "Ancestral Weapons." These have the potential to be insanely powerful and can be customized to your play style. These weapons gain Spirit Points that are spent on abilities and can be gained at level up, through role play (based on the personality of the weapon) or at the DMs discretion. For example, my ranger has a longbow that doesn't need ammo and ignores the disadvantage that would normally be imposed by attacking within melee range. My Rogue has a sword that can be thrown and returns to you, damaging anyone in the path (ability is called Doomerang, btw). They are optional, of course, but are better than the stock magic items in the official materials
I like to give items that 'advance' to fit the player's progression and story. For example, one player has a Demon Slayer inspired paladin. So, the first magic item they got was a Moontouched Katana. At level 7, after a particular fight, that Moontouched Katana became a Flametongue Katana. At 13, it evolved into a Sun Blade Katana before the final battle
In any game that involves foiling the plans of a big bad who could easily just teleport to the players and wipe the floor with them, I usually give them a Necklace of Nondetection that works on the whole party to keep them from being scryed on.
All I can say is, when a deck of many things finds its way into the campaign. You know things are going to get wild
Especially among a group that, lacks self control with this kind of stuff.
My group wrapped up our campaign a few months ago. In the hiatus between campaigns, I've just been letting them throw level 20 versions of their characters at progressively nastier enemy encounters. I also gave each of them a handful of powerful magic items in the loot for the final boss that they could use for these fights, one of which being the Deck of Many More Things. So far, he's opened up a pit in the ground under a bunch of enemies, raised his Charisma and Intelligence by 2 each, spawned in a rare magic item, learned three cantrips of his choice, been spontaneously engulfed by a Gelatinous Cube, and had their soul sucked out of their body and directly into the posession of the Pit Fiend the party was about to fight. I've made a deal with him that when we get to the final one of these fights, I will give him one inspiration at the start of every single turn under the condition that he starts that fight by saying "I would like to draw five cards" 😂
I gave our Oath of Ancients Paladin a bell-hammer (that is, a warhammer which resembles a giant bell and rings like one when you use it).
It does a little bit of extra thunder damage and allows him to replace one of his attacks with an effect similar to Vicious Mockery (does thunder damage and calls for a CON save). It also has a powerful taunt ability but he has to unlock it first through story progression.
Zap-Blast Wand:
Black Ironwood wand with targeted ranged attack which simultaneously does 1d6 Bludgeoning damage, 1d6 Force damage, 1d6 Piercing damage, plus 1d6 Fire damage and 1d6 Thunder damage if the target is no more than 10' away, plus if any fire damage is taken then any flamable material at the impact point is set alight. All damage is magical.
With each hit, targeted creature must make a Reflex Save or be knocked back 5', if this happens they must then make a Fortitude Save or fall prone.
Holds 8 charges, regaining 4 charges per day.
I don't have a favorite yet, but I do have a "least anticipated", I guess I would call it. It's something that I do not want them to have but if they were to find out it existed and I did not give them the opportunity to find it I would never hear the end of it. (Also part of me may actually want them to get it.)
In Transformers, there is a weapon forged by the 13 original Primes known as the Requiem Blaster. It possesses the power to level entire mountains with a single squeeze of the trigger. Granted, that is it being fired at full power, but we all know that the players are going to want to use it at full power. So, in order for my players to encounter it, they will need to roll an 80 on the Rice Unicronum, which is basically the Deck of Many Things but as a dice. Rolling in 80 will get them what I call "The Reliquary of the Primes", where in that session or the next one the player who rolled the dice and got that result will be presented with a side quest to retrieve a relic. They must then roll a D12 to determine what relic they get. A 12 will give them the Requiem Blaster add will completely ruin every combat encounter I have ever come up with.
Going to give my Monk player some custom magic gauntlets next session! Hope it goes well! (Edit: Custom gauntlets of Ogre strength, but with the added spell earth tremor, its got 3 charges per day, reseting at the next dawn)
Created a greatsword named Aurumvorax.
It had the 'vicious' quality, but if you didn't feed it a number of gold pieces every day, that would apply to the wielder instead of the enemy.
2:10 I was picturing less Chris Redfield, and more Jack Horner
A wooden Cooper's Hammer that was given a divine blessing that made it so that the wielder could either perform special trip attacks or disarm their opponents easier.
The blessing was called 'Riptide' and the weapon became known as 'The Hammer of Tides'.
Another one frpm a much different campaign was a 30MM Chaingun that was in a special housing that allowed it to be used as an arm cannon. User sticks arm inside, grips the trigger, and then points, spins up, and shoots.
In my homebrew world, there's an ancient legend of Abraxas, a Demon Prince who was defeated in battle at the Highest Point of the Deepest Dungeon. His essence was captured inside of the blade belonging to the brave knight that bested him. The knight did not survive the encounter, and so his remains and the blade were left, forgotten in this chamber.
However many hundreds of years later, the party I DM for found themselves delving in this very cavern, and the Paladin was drawn to the disembodied whispers echoing from the Blade. "I... am... Abraxas..." it whispered. The Paladin claimed the Blade as his own, dubbing it 'Abraxas' (go figure.)
It was a cursed sword, so had the usual cursed item effects. I designed it with the idea that Abraxas wanted desperately to escape the confines of the sword. So, the sword granted the wielder advantage on attack rolls, when more than 10 feet from all allies, but disadvantage on Death Saving Throws. When the Paladin dies, his corpse will become the new Vessel of Abraxas, and a new Dark Age shall rise.
paranoia. oh, wait, you said items.
mimics
A pseudodragon, in terms of how it’s familiar pact works, it pretty much is a magic item, not only that but it’s a memorable mascot of the party along with granting one of the players magic resistance. Also it feels more earned when the players gain the pseudo dragon’s trust enough for it to consider making that life bond with someone, it’s perfect
"SPAGOOTERS" *enemy freaking dies*
The Adventuring Alchemist's Almanac. A non-magical book documenting all manner of potion ingredients, from common mugwort to mythical dragonsbreath.
I have a few dozen entries fully written out, with my own alchemy system and unique properties for each ingredient. The in-world writer is even an NPC my players have met, and will likely fight alongside later.
The book has helped them identify several plants and fungi, and seek out ingredients for the Redbull potion they've been trying to make for half the campaign. They've also enlisted some assistance to cultivate some of the ingredients, many of which are edible and tasty.
Many of the entries reference, or are even written by characters who the players have met. Because these entries, they've gotten a few ingredients they would otherwise never think to ask for. Like Firbolg Rosemary. Or recreational hallucinogens...
my favourite items to give out? Seemingly unassuming things that become very useful or important later on. Or potentially devastatingly powerful items but with very limited uses.
One such item would be something my Shadowrun-4 group received prior to their last run. You see, their employer is an enigmatic figure unaffiliated with any megacorp, but for some reason he has a Force-14 free guardian spirit as his subordinate. This spirit took the appearance of a (typically mounted) knight in richly adorned Gothic-style armor and the full assortment of weapons - from lance to dagger. For comparison, your average summoner would struggle to summon spirits of Force-8 or greater - let alone control them. Force-14 easily qualifies as WMD, fully capable of single-handedly eradicating modern armies - tanks and all - and walking away from it.
This guy tasked the group with obtaining an artifact from a secured laboratory. An artifact which had been dug up from ancient ruins on the island of Santorini. Those familiar with the setting will know what this implies. In addition to this task, the free spirit gave one of the player characters a dagger from its belt. Aside from being a precious and formidable weapon, the spirit explained to them that it could be used to summon it. Once.
Turned out they got in and out of the facility without needing to use the dagger. However, after they got out they received the bad news that their hideout up to that point had been raided by law enforcement in their absence.
So they sailed out to sea where nobody would notice, called this massively powerful spirit and asked if it knew an alternate hideout they could use. Which it did: an old manor in an abandoned region of the Scottish coast. Which they have used the last session to turn into a proper base of operations.
They used what amounted to a WMD to basically make a phone call.
I gave my players a homebrew item; the mirror of telelportation: the mirror shows a place, when saying the magic word it transports you and up to 10 willing creatures to the place shown, after which it will show the place you teleported from. They constantly tried to outsmart me by coming up with ideas to use it, but rarely did because a lot of ideas would leave the mirror practically useless. It was a lot of fun watching them come up with so many ideas, just to discard them. But when they did use it, they were very clever
Sometimes I just give my players an overpowered item just to see what they do with it. The most funny part, however is that my players rarely ever use said item and even sometimes forget the item exists. Of course, I only do this in joke campaigns.
I've got a bunch and some I can't go into detail because the party hasn't found/used them yet. But one that's only been used once due to it being a hindrance would have to be the 'gliding ice boots', that doubled the wearer's land movement speed, but if they used this extra distance they would continue sliding in the last direction they moved equal to how much they exceeded their unenhanced movement. So in a linear path they could effectively move triple their normal speed without dashing, and it made things so much more interesting in combat; however it also turned normal traps into a puzzle just to have them keep up with the party, but was also entirely circumvented by simply dashing.
Some type of intelligent item or weapon. Lots of fun, esoeifakly when you never tell them that said items are intelligent entities of their own.
Wild magic claw machine. Pay one gold coin get either an item or a wild magic effect. They loved it. They got loads of cooking supplies and an entire zoo of dinos. I should say that the claw machine takes a dex check to get a bobble. Open the bobble and you get the goodies. They gave one of the bobbles to a tabaxi mail man. It was lycanthropy and the tabaxi got were-dragon.
I played a Barbarian that took the Chef feat.
And he'd gotten a Heward's Handy Spicepouch as a random reward from helping some tiny NPCs that were being assaulted by some Blights. Twig Blights and such.
Loved that character. If the one I replaced him with needs replacing at some point, I'm thinking about bringing him back, since he left to make sure his friend was safe.
Once that's done, he could eventually grow bored of that city and go look for the old group again.
Misty step ring. When you use it, roll a d20. On a 1, you teleport naked, leaving all your stuff where you started!
I've got a running gag with my friends that I stole off my dad where you ask them if you know what a bit of text or dialogue (usually a language they don't understand) means, and if they bite the answer is always "but granmammy, I don't want any peanut butter in my soup". In my main play group the wizard acquired a cursed ring I placed in with some boss loot, it's only function was that if I was able to bait the player into falling for the joke IRL he became unable to decipher whatever he was reading/ being told, understanding it as "but granmammy, I don't want any peanut butter in my soup". He was the player who had pretty much all the party's language diversity in game so it led to a lot of comedic moments where he'd miss information he was going to relay to the party and they'd be stuck looking for somebody else to translate or trying to press on with the info gap.
The sword of talking heads.
An Intelligence Vorpal sword. When the vorpal quality triggers, the sword possesses the decapitated head. After which he will talk about anything and everything with anyone and everyone. (He just loves talking. )
Should've been "Cookbook of Goredayne the Ram"
Not me but a dm I'm friends with gives the party old weapons that were used by characters from previous campaigns that he dm'd before.
I gave my players a Snow Globe. This simple snow globe depicts a small town and a winter snow fall when shaken.
If the snow globe is broken it creates an area of 30 feet circule of winter Storm effect.
The area is considered rough terrain and all creatures/ players are blinded by the sudden storm.
On their turn they take 1d6 cold damage unless protected from the cold.
One time use object.
That one that was inconveniencing the player, I have a proposed fix: each hit adds one space on a power buffer that's like, 10 or 15 or 20 spaces big, so it takes X number of regular hits to charge the buffer. Then when the buffer is full, you can either lock the charge in place to use later (adding no extra power to the buffer, and it's just hitting like a regular sword of that level) or you can choose to discharge the buffer for an addition +5 or other number damage. I got the idea from some phone games I play where special attacks only go off after the buffer is full, some of which you can postpone if you want to use the attack for something specific.
Doing this, you only have to recalculate the extra damage when you choose to discharge the buffer, thus getting rid of the inconvenience.
All I can picture is Excalibur from Soul Eater!😱😱😱
DECANTER OF ENDLESS BLOOD, bonus points if you can get them to misidentify it as a Decanter of endless healing potions
Beans of Flatulent Restoration
Magic beans that restore 1 HP for each one that you eat, but you also get noticeably audible flatulence for 1 hour for each consumed as well.
~_~
Say hi to bill! He/She/It is a mimic(?) That is cube shaped! Five of the sides are just bricks and the orther one is just theeth with a tounge sticking out! It is 1ft cube, It can talk in any language and store items inside itself like a bag of holding and anything insids it doesn't age (example: you put a rusting item in it and it stops rusting) but it sadly cannot change shape like orther mimics. It's life purpose is storing items and wanting a key that has been set to give the stored items back. If the party starts questioning it's life purpose or being kind to it, it likes the party and just gives whathever is inside it. If it gives the item inside it willingly, it forgets everything and thinks you are the new owner. After that you can befiriend it, or you can just take the thing(s) inside it by force and then force it to be a pet.
I bet someone’s gonna say weed.
My players got their hands on weed recently... I wasn't even trying to give it to them. They just did some research and figured out who to ask.
I pulled up a table of joke magical items to include in the loot during an adventure in a black market, my party went absolutely wild for the Wand of Egg. 12 times per long rest, press the tip of the wand into the palm of your hand to produce an in-tact, fresh, raw chicken egg. The egg (and if broken, its contents) disappear after 1d8 minutes. The used it to egg the office of an NPC they didn't like, because the evidence was self-cleaning. They used it for the bard to perform an impromptu juggling act to distract someone at a party. They used it to offer mess-free cooking lessons to a struggling maid in exchange for leaving a door unlocked. Eventually it was gifted to a goblin who loved eating eggshells :)
Of course, this was the same party that had a cheese wheel and took it to a church with the purpose of having it blessed. (Literally, Holy Cheese.) The idea was they could trick demons into eating sandwiches made with slices of it.
Being new to the whole thing, I normally just give my brother random junk that I have no clue how it’s supposed to be used. One of the most creative things he’s done with the trash I give him is with an Iron Ore. He encountered a Demon Duck, so he put up a wall to keep it from multiplying. He then had the bright idea to look at it with a telescope which accidentally made him spawn a second Demon Duck. His NPC pal named Yari asked what to do, then my brother hatched a great idea. He took out his iron ore and asked what he was supposed to use it for. Me with my new assets, I literally didn’t have a purpose for the ore yet so I told him right now it’s worthless. He then had the bright idea to throw the ore over the wall and told his NPC friend who was an illusionist to multiply the rock while it was in the air. He then rolled a nat 20, so he multiplied one iron ore into seven others which beat the living life out of the Demon Ducks, killing them in one go. And for victory, my brother earned even more iron ore.
I home brewed a genie lamp 🪔 with a Dajini in it gave them 3 wishes to the weilder of the lamp i imposed Aladdin rules the Dajini has freedom but mostly sticks around to be entertained by the party so far they pissed off a solar dragon teleported there spelljammer to them and polymorphed the solar dragon into submission! 😂 And he gifted the fighter a dragonslayer longsword! 🗡️
I had a party consisting of three bards who were all half-sisters and tieflings (same father, different mothers) who called themselves the Babylon Sisters. Since being a band was part of their cover, I gave them a cursed magic item that opened into a 5 foot by 5 foot pallet and they could put all their band gear on it, particularly the drum kit. Then it folded up like a portable hole, but the curse was that it was inhabited by the ghost of Buddy Rich, who would berate the drummer and tell her how much she sucked, for up to an hour. She alone could hear him, but her responses to him were audible. Eventually she managed to get the ghost to tolerate her, just in time to turn the drumming duties over to her daughter so she could take over as lead singer when the original leader went solo.
I once sent them on a 4th level adventure that was essentially a gamified version of _The Blues Brothers._ I knew they finally got the joke when one asked "if we sing Rawhide, will they calm down?"
Well… i love to give my players weird cursed items… well one instance is i let them pull as many cards from a deck of many things as they wanted (they pulled 26 cards total) and they dont know that every time its used it adds +1 to the final bosses challenge rating… so they will be facing a very powerful opponent… another item is a relic of the dragon outcast, which basically lets them transform into an adult dragon (that does not change their stats or HP) tho it also makes it so a lot of events including dragons will occur… so… a lot of things can go wrong
Alan Baker is 100% a reference, and I want to know it
About the wand of magic missile.
My dragonborn bard found in drakens magical tower library a book called "Die Potenten Partituren des Posaunen Peters" which would roughly translate to "The potent platitudes of trombone peter" (In german it works better because except for the pronoun all starting letters are Ps XD) inside was a small flute with the description that the following songs would always "hit on someone" and following it were pages with 7 different songs and ALL had double meaning heavy titles.... I was afraid to ever use it because with all the double meanings I thought it was a shit'n'giggles item... turned out it was basically a wand of magic missile just as a flute.
Late to the party, but bag of weasels. A bag of holding that has a below 25% chance of your time coming out as a weasel. The alchemist owned this item. Kinda funny when he throws a weasel at an enemy instead of alchemist fire…he loved it too much
Deck of many things, but with the following twist:
The deck does not disappear when used. The amount of cards drawn gets replaced with new "Demon" cards. If the players at a later date draws a Demon card, they invite a high demon into the world. Do not tell the players of this effect.
Now then players, go and make the next campaign.
Nah, give your party 20 potions and they'll end the campaign with all 20 in their bag.
Larkin Spring
I once gave my players a steampunk rat. It could smell money and my party just used it for pickpocketing
Haven't watched video yet, but here's my 2 cents. Bags of holding. They're cheap, and I don't have to worry so much about their encumbrance.
Taurean Canyon
ok do not exactly the topic at hand.. wasn't a dm given item. but it was something the dm allowed me to pick upon character creation. i was joining near the end of a campaign (think there was, like, 6 or so sessions left in this campaign). dm let me pick 2 uncommon and 1 rare item from.. no restrictions (extremely generous imo but im sure he'd have vetoed anything too op so w/e). well one of the items i picked was the shadowfel brand tattoo. this on its own meant nothing. my character had no idea how he got the tattoo and was too airheaded (former gnome turned fairy due to extended time in the fey wild and messing with fey magic) and prone to random teleports to question it. overall it seemed like a completely random item to have (aside from the properties it gave).
However, i had created a second character in case my first one had died.. the second was a plasmoid who i described as being "ink black"... he was a smuggler who used the shadowfel as a means of smuggling goods between realms and was caught in the shadowfel. they sealed him into an enchanted vial and used him to create the brand that was placed on a random person who happened to teleport into the area when they were imprisoning the smuggler... said random person was my main character. I didnt tell the dm about this (only that i had plans for an intro to a secondary character if he ever killed my first, which almost happened in the second session i was in) and it never came up as my secondary character would only be released if the host of the brand was killed or when the sentence was up and my main never actually died... but i was able to use the secondary in the epilogue one shot (that was a time skip) after the campaign ended and told my dm the details about the idea then... it is also worth note that my secondary character was fully aware of what was going on when imprisoned so he knew everything that happened in the campaign and i was able to hint at things to the returning party but i never outright told them.
the best and most favorite thing I give to my players.... free back packs....
I like to give my players extreme debt and start characters naked in jail and in the middle of nowhere and they gotta figure out
What happens if you use the magic beans in a stew?
Hortense Ville
Links to Mr. Ripper videos as a divine treasure.... no really
Generic +1 weapons
Obligatory comment
Equatorial Guinea